“In order to help players navigate difficult quests often featuring lifesealed doors, inactive mobs and large groups of digital enemies, we have added a 6-minute cooldown to activating stealth.”
“In order to help players better understand tactical play, we have added a 3-second cooldown between any and all activations of a character’s attacks, skills and spells outside movement choices.”
“Since opening quivers from shortcut bars clearly causes players to mistaken them for clickies, we have disabled this functionality.”
“To assist players in preventing needless failed quests and character fatalities, we have quadrupled the drop rate of healer’s kits in all chests at all levels. In Legendary content, these chances will be further increased, and even more in reaper difficulty—because our data indicates that is when most characters die.”
“To further aid players in their questing for desired items, we have a new setting that automatically opens a chest three times and bills the character for the appropriate shards. This will display three chests for your choice. We know this will help you get the loot of your choice. To disable, easily go to Windows—C disk—DDO folder—inix files—subxc—open file cst.nm with a text editor and change line 17 to ‘default:noToLoot’
“To aid players in the immersive experience of working with hirelings, we have extended the distance-summoned hireling ability cooldowns to two minutes. So, in practice, if in the middle of a quest, you pull that hireling from the entrance, they will not activate their skills, healing, etc for 120 seconds. We hope you imagine them running through the dungeon during this delay, as we do, and enjoy the gameplay better!”
“We have added a death timer to all quests based on the distance to the shrine. The algorithm is (distance in meters-100)x10 seconds, rounded up into the positive. This will average out to about 500 seconds. We know that while you wait for the timer near a shrine, you will be given a better opportunity to review quest parameters, mission details and better means to avoid death.”
“To prevent players from losing those profoundly valuable augments, and to keep up the value of storage space, we are helping them by disabling the ability of items with any filled augment slots to be fed to sentient jewels.” (This actually happened to—in truth—prevent someone from putting a high level augment in a lowbie item and then getting more sentient xp. The description was more like what I wrote.)